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<blockquote data-quote="pauljathome" data-source="post: 5933976" data-attributes="member: 21807"><p>While I'm obviously in the minority (at least in this thread) I loathe this. I want my characters to become visibly more skilled as they advance in levels, I want creatures that used to be a threat to become irrelevant, I want there to be monsters that a village working together can NOT destroy.</p><p></p><p>At least, that is what I want in D&D. I've already got lots of other games with much, much flatter power curves. Power inflation is part of what makes D&D what it is.</p><p></p><p>3.x/Pathfinder mostly did this well IMO. Characters got more skilled. Difficulties also often improve but only when it makes sense in world. The locks in the palace are more difficult to pick than those in the cottage. The system had flaws (really twinking out a character for a particular skill) but basically worked. The characters DID visibly advance while remaining challenged.</p><p></p><p>I have no problem with flattening the power curve. I have huge problems with eliminating it.</p><p></p><p>Its also going to be hard to playtest this. My expectation is that I'd find it quite boring to play the same characters from Lvl1 to higher levels as they'd just not really grow. Finding out if that expectation is true or not would mean playing for several months.</p></blockquote><p></p>
[QUOTE="pauljathome, post: 5933976, member: 21807"] While I'm obviously in the minority (at least in this thread) I loathe this. I want my characters to become visibly more skilled as they advance in levels, I want creatures that used to be a threat to become irrelevant, I want there to be monsters that a village working together can NOT destroy. At least, that is what I want in D&D. I've already got lots of other games with much, much flatter power curves. Power inflation is part of what makes D&D what it is. 3.x/Pathfinder mostly did this well IMO. Characters got more skilled. Difficulties also often improve but only when it makes sense in world. The locks in the palace are more difficult to pick than those in the cottage. The system had flaws (really twinking out a character for a particular skill) but basically worked. The characters DID visibly advance while remaining challenged. I have no problem with flattening the power curve. I have huge problems with eliminating it. Its also going to be hard to playtest this. My expectation is that I'd find it quite boring to play the same characters from Lvl1 to higher levels as they'd just not really grow. Finding out if that expectation is true or not would mean playing for several months. [/QUOTE]
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